Shooting NPCs and more (#18042)

* Add pirate shooting

* Shooting working

* Basics working

* Refactor time

* More conversion

* Update primitives

* Update yml

* weh

* Building again

* Draft

* weh

* b

* Start shutdown

* Starting to take form

* Code side done

* is it worky

* Fix prototypes

* stuff

* Shitty working

* Juke events working

* Even more cleanup

* RTX

* Fix interaction combat mode and compquery

* GetAmmoCount relays

* Fix rotation speed

* Juke fixes

* fixes

* weh

* The collision avoidance never ends

* Fixes

* Pause support

* framework

* lazy

* Fix idling

* Fix drip

* goobed

* Fix takeover shutdown bug

* Merge fixes

* shitter

* Fix carpos
This commit is contained in:
metalgearsloth
2023-08-02 10:48:56 +10:00
committed by GitHub
parent 018e465fad
commit c31c848afd
103 changed files with 2089 additions and 810 deletions

View File

@@ -0,0 +1,33 @@
using Content.Server.Interaction;
using Content.Shared.CombatMode;
using Content.Shared.Timing;
namespace Content.Server.NPC.HTN.PrimitiveTasks.Operators.Interactions;
public sealed class InteractWithOperator : HTNOperator
{
[Dependency] private readonly IEntityManager _entManager = default!;
/// <summary>
/// Key that contains the target entity.
/// </summary>
[DataField("targetKey", required: true)]
public string TargetKey = default!;
public override HTNOperatorStatus Update(NPCBlackboard blackboard, float frameTime)
{
var owner = blackboard.GetValue<EntityUid>(NPCBlackboard.Owner);
if (_entManager.System<UseDelaySystem>().ActiveDelay(owner) ||
!blackboard.TryGetValue<EntityUid>(TargetKey, out var moveTarget, _entManager) ||
!_entManager.TryGetComponent<TransformComponent>(moveTarget, out var targetXform))
{
return HTNOperatorStatus.Continuing;
}
_entManager.System<SharedCombatModeSystem>().SetInCombatMode(owner, false);
_entManager.System<InteractionSystem>().UserInteraction(owner, targetXform.Coordinates, moveTarget);
return HTNOperatorStatus.Finished;
}
}